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System Shock

We approached games as immersive simulations. We wanted to build game environments that reacted to player’s decisions, that behaved in natural ways, and where players had more verbs than simply “shoot.” DOOM was not an influence on System Shock. We were trying something more difficult and nuanced, [although] we still had a lot of respect for the simplicity and focus of [the id] games. There was, to my recollection, a vague sense of fatalism about the parallel tracks the two companies were taking, since it was clear early on that id’s approach, which needed much less player education and which ran on adrenaline rather than planning and immersion, was more likely to be commercially successful. But we all believed very strongly in Looking Glass’s direction, and were proud that we were taking games to a more cerebral and story-rich place.

— Dorian Hart

We hope that our toiling now to make things work when it is still very hard to do effectively will mean that when it is easier to do, we can concentrate on the parts of the game that are less ephemeral than polygons per second, and distinguish ourselves by designing detailed and immersive environments which are about more than just the technology.

— Doug Church

In late 1992, two separate studios began working on two separate games whose descriptions sound weirdly identical to one another. Each was to make you the last human survivor on a besieged space station. You would roam its corridors in real time in an embodied first-person view; both studios prided themselves on their cutting-edge 3D graphics technology. As you explored, you would have to kill or be killed by the monsters swarming the complex. Yet wresting back control of the station would demand more than raw firepower: in the end, you would have to outwit the malevolent intelligence behind it all. Both games were envisioned as unprecedentedly rich interactive experiences, as a visceral new way of living through an interactive story.

But in the months that followed, these two projects that had started out so conceptually similar diverged dramatically. The team that was working on DOOM at id Software down in Dallas, Texas, decided that all of the elaborate plotting and puzzles were just getting in the way of the simpler, purer joys of blowing away demons with a shotgun. Lead programmer John Carmack summed up id’s attitude: “Story in a game is like story in a porn movie. It’s expected to be there, but it’s not that important.” id discovered that they weren’t really interested in making an immersive virtual world; they were interested in making an exciting game, one whose “gameyness” they felt no shame in foregrounding.

Meanwhile the folks at the Cambridge, Massachusetts-based studio Looking Glass Technologies stuck obstinately to their original vision. They made exactly the uncompromising experience they had first discussed, refusing to trade psychological horror in for cheaper thrills. System Shock would demand far more of its players than DOOM, but would prove in its way an even more rewarding game for those willing to follow it down the moody, disturbing path it unfolded.

It was in this moment, then, that the differences between id and Looking Glass, the yin and the yang of 1990s 3D-graphics pioneers, became abundantly clear.



Looking Glass arrived at their crossroads moment just as they were completing their second game, Ultima Underworld II. Both it and its predecessor were first-person fantasy dungeon crawls set in and around Britannia, the venerable world of the Ultima CRPG series to which their games served as spinoffs. And both were very successful, so much so that they almost overshadowed Ultima VII, the latest entry in the mainline series. Looking Glass’s publisher Origin Systems would have been happy to let them continue making games in this vein for as long as their customers kept buying them.

But Looking Glass, evincing the creative restlessness that would define them throughout their existence, was ready to move on to other challenges. In the months immediately after Ultima Underworld II was completed, the studio’s head Paul Neurath allowed his charges to start three wildly diverse projects on the back of the proceeds from the Underworld games, projects which were unified only by their heavy reliance on 3D graphics. One was a game of squad-level tactical combat called Terra Nova, another a civilian flight simulator called Flight Unlimited. And the third — actually, the first of the trio to be officially initiated — was System Shock.

Doug Church, the driving creative force behind Ultima Underworld, longed to create seamless interactive experiences, where you didn’t so much play a game as enter into its world. The Underworld games had been a big step in that direction within the constraints of the CRPG form, thanks to their first-person, free-scrolling perspective, their real-time gameplay, and, not least, the way they cast you in the role of a single embodied dungeon delver rather than that of the disembodied manager of a whole party of them. But Church believed that there was still too much that pulled you out of their worlds. Although the games were played entirely from a single screen, which itself put them far ahead of most CRPGs in terms of immediacy, you were still switching constantly from mode to mode within that screen. “I felt that Underworld was sort of [four] different games that you played in parallel,” says Church. “There was the stats-based game with the experience points, the inventory-collecting-and-managing game, the 3D-moving-around game, and there was the talking game — the conversation-branch game.” What had seemed so fresh and innovative a couple of years earlier now struck Church as clunky.

Ironically, much of what he was objecting to is inherent to the CRPG form itself. Aficionados of the genre find it endlessly enjoyable to pore over their characters’ statistics at level-up time, to min-max their equipment and skills. And this is fine: the genre is as legitimate as any other. Yet Church himself found its cool intellectual appeal, derived from its antecedents on the tabletop which had no choice but to reveal all of their numbers to their players, to be antithetical to the sort of game that he wanted to make next:

In Underworld, there was all this dice rolling going on off-screen basically, and I’ve always felt it was kind of silly. Dice were invented as a way to simulate swinging your sword to see if you hit or miss. So everyone builds computer games where you move around in 3D and swing your sword and hit or miss, and then if you hit you roll some dice to simulate swinging a sword to decide if you hit or miss. How is anyone supposed to understand unless you print the numbers? Which is why, I think, most of the games that really try to be hardcore RPGs actually print out, “You rolled a 17!” In [the tabletop game of] Warhammer when you get a five-percent increase and the next time you roll your attack you make it by three percent, you’re all excited because you know that five-percent increase is why you hit. In a computer game you have absolutely no idea. And so we really wanted to get rid of all that super opaque, “I have no idea what’s going on” stuff. We wanted to make it so you can watch and play and it’s all happening.

So, there would be no numbers in his next game — no character levels, no character statistics, not even quantifiable hit points. There would just be you, right there in the world, without any intervening layers of abstraction.

Over the course of extensive discussions involving Doug Church himself, Paul Neurath, Looking Glass designer and writer Austin Grossman, and their Origin Systems producer Warren Spector, it was decided to make a first-person science-fiction game with distinct cyberpunk overtones, pitting you against an insane computer known as SHODAN. Cyberpunk was anything but a novelty in the games of the 1990s, a time when authors like William Gibson, Bruce Sterling, and Neal Stephenson all occupied prominent places on the genre-fiction bestseller charts and the game developers who read their novels rushed to bring their visions to life on monitor screens. Still, cyberpunk would suit Looking Glass’s purposes unusually perfectly by presenting a credible explanation for the diegetic interface Church was envisioning. You would play a character with a neural implant that let you “see” a heads-up display sporting a life bar for yourself, an energy bar for your weapons and other hardware, etc. — all of it a part of the virtual world rather than external to it. When you switched between “modes,” such as when bringing up the auto-map or your inventory display, it would be the embodied you who did so in the virtual world, not that other you who sat in front of the computer telling a puppet what to do next.

System Shock‘s commitment to its diegetic presentation is complete. As you discover new software and gadgets, they’re added to the heads-up display provided by your in-world neural implant. This serves the same purpose that leveling up did in Ultima Underworld, but in a more natural, realistic way.

Dissatisfied with what he saw as the immersion-killing conversation trees of Ultima Underworld, Church decided to get rid of two-way conversation altogether. When the game began, there would be enticing signs that other humans were still alive somewhere on the space station, but you would be consistently too late to reach them; you would encounter them only as the zombies SHODAN turned them into after death. Of course, all of this too was highly derivative, and on multiple levels at that. Science-fiction fans had been watching their heroes take down out-of-control computers since the original Star Trek television series if not before; “I don’t think if you wrote the novel [of System Shock] it would fly off the shelves,” admits Church. Likewise, computer games had been contriving ways to place you in deserted worlds, or in worlds inhabited only by simple-minded creatures out for your blood, for as long as said games had existed, always in order to avoid the complications of character interaction; the stately isolation of the mega-hit adventure game Myst was only the most recent notable example of the longstanding tradition at the time System Shock was in development.

But often it’s not what you do in any form of media, it’s how well you do it. And System Shock does what it sets out to do very, very well indeed. It tells a story of considerable complexity and nuance through the artifacts you find lying about as you explore the station and the emails you receive from time to time, allowing you to piece it all together for yourself in nonlinear fashion. “We wanted to make the plot and story development of System Shock be an exploration as well,” says Church, “and that’s why it’s all in the logs and data, so then it’s very tied into movement through the spaces.”

Reading a log entry. The story is conveyed entirely through epistolary means like these, along with occasional direct addresses from SHODAN herself that come booming through the station’s public-address system.

Moving through said spaces, picking up bits and pieces of the horrible events which have unfolded there, quickly becomes highly unnerving. The sense of embodied realism that clings to every aspect of the game is key to the sense of genuine, oppressive fear it creates in its player. Tellingly, Looking Glass liked to call System Shock a “simulation,” even though it simulates nothing that has ever existed in the real world. The word is rather shorthand for its absolute commitment to the truth — fictional truth, yes, but truth nevertheless — of the world it drops you into.

Story is very important to System Shock — and yet, in marked contrast to works in the more traditionally narrative-oriented genre of the adventure game, its engine also offers heaps and heaps of emergent possibility as you move through the station discovering what has gone wrong here and, finally, how you might be able to fix it. “It wasn’t just, ‘Go do this sequence of four things,'” says Church. “It was, ‘Well, there are going to be twelve cameras here and you gotta take out eight of them. Figure it out.’ We [also] gave you the option [of saying], ‘I don’t want to fight that guy. Okay, maybe I can find another way…'”

Thus System Shock manages the neat trick of combining a compelling narrative with a completely coherent environment that never reduces you to choosing from a menu of options, one where just about any solution for any given problem that seems like it ought to work really does work. Just how did Looking Glass achieve this when so many others before and since have failed, or been so daunted by the challenges involved that they never even bothered to try? They did so by combining technical excellence with an aesthetic sophistication to which few of their peers could even imagine aspiring.

Just as the 3D engine that powers Ultima Underworld is more advanced than the pseudo-3D of id’s contemporaneous Wolfenstein 3D, the System Shock engine outdoes DOOM in a number of important respects. The enormous environments of System Shock curve over and under and around one another, complete with sloping floors everywhere; lighting is realistically simulated; you can jump and crouch and look up and down and lean around corners; you can take advantage of its surprisingly advanced level of physics simulation in countless ingenious ways. System Shock even boasts perspective-correct texture mapping, a huge advance over Ultima Underworld, and no easy thing to combine with the aforementioned slopes.

Each of the ten “levels” of System Shock is really multiple levels in the physical sense, as the corridors often curve over and under one another. Just as in Ultima Underworld, you can annotate the auto-map for yourself. But even with this aid, just finding your way around in these huge, confusing spaces can be a challenge in itself.

That said, it’s also abundantly true that a more advanced engine doesn’t automatically make for a better game. Any such comparison must always carry an implied addendum: better for whom? Certainly DOOM succeeded beautifully in realizing its makers’ ambitions, even as its more streamlined engine could run well on many more of the typical computers of the mid-1990s than System Shock‘s could. By no means do the engines’ respective advantages all run one way: in addition to being much faster than the System Shock engine, the DOOM engine allows rooms of arbitrary sizes and non-orthogonal walls, neither of which is true of its counterpart from Looking Glass.

In the end, System Shock wants to be a very different experience than DOOM, catering to a different style of play, and its own engine is designed to allow it to realize its own ambitions. It demands a more careful approach from its player, where you must constantly use light and shadow, walls and obstacles, to aid you in your desperate struggle. For you are not a superhuman outer-space marine in System Shock; you’re just, well, you, scared and alone in a space station filled with rampaging monsters.

A fine example of the lengths to which Looking Glass’s technologists were willing to go in the service of immersion is provided by the mini-games you can play. Inspired by, of all things, the similarly plot-irrelevant mini-games found in the LucasArts graphic adventure Sam and Max Hit the Road, they contribute much more to the fiction in this case than in that other one. As with everything in System Shock, the mini-games are not external to the world of the main game. It’s rather you playing them through your neural implant right there in the world; it’s you who cowers in a safe corner somewhere, trying to soothe your soul with a quick session of Breakout or Missile Command. You get the chance to collect more and better games as you infiltrate the station’s computer network using the cyberspace jacks you find scattered about — a reward of sorts for a forlorn hacker trying to survive against an all-powerful entity and her horrifying minions.

Taking the edge off with a quick game of Pong (in the window at lower left).

Sean Barret, a programmer who came to Looking Glass and to the System Shock project well into the game’s development, implemented the most elaborate by far of the mini-games, a gentle satire of Origin Systems’s Wing Commander that goes under the name of Wing 0. The story of its creation is a classic tale of Looking Glass, a demonstration both of the employees’ technical brilliance and their insane levels of commitment to the premises of their games. Newly arrived on the team and wishing to make a good impression, Barrett saw a list of mini-game ideas on a whiteboard; a “Wing Commander clone” was among them. So, he set to work, and some days later presented his creation to his colleagues. They were as shocked as they were delighted; it turned out that the Wing Commander clone had been a joke rather than a serious proposal. In the end, however, System Shock got its very own Wing Commander after all.

Still, there were many other technically excellent and crazily dedicated games studios in the 1990s, just as there are today. What truly set Looking Glass apart was their interest in combining the one sort of intelligence with another kind that has not always been in quite so great a supply in the games industry.

As Looking Glass grew, Paul Neurath brought some very atypical characters into the fold. Already in late 1991, he placed an advertisement in the Boston Globe for a writer with an English degree. He eventually hired Austin Grossman, who would do a masterful job of scattering the puzzle pieces of Doug Church’s story outline around the System Shock space station. There soon followed another writer with an English degree, this one by the name of Dorian Hart, who would construct some of the station’s more devious internal spaces using the flair for drama which he had picked up from all of the books he had read. He was, as he puts it, “a liberal-arts nobody with no coding skills or direct industry experience, thrown onto arguably the most accomplished and leading-edge videogame production team ever assembled. It’s hard to explain how unlikely that was, and how fish-out-of-water I felt.” Nevertheless, there he was — and System Shock was all the better for his presence.

Another, even more unlikely set of game developers arrived in the persons of Greg LoPiccolo and Eric and Terri Brosius, all members of a popular Boston rock band known as Tribe, who had been signed to a major label amidst the Nirvana-fueled indie-rock boom of the early 1990s, only to see the two albums they recorded fail to duplicate their local success on a national scale. They were facing a decidedly uncertain future when Doug Church and Dan Schmidt — the latter being another Looking Glass programmer, designer, and writer — showed up in the audience at a Tribe show. They loved the band’s angular, foreboding songs and arrangements, they explained afterward, and wanted to know if they’d be interested in doing the music for a science-fiction computer game that would have much the same atmosphere. Three members of the band quickly agreed, despite knowing next to nothing about computers or the games they played. “Being young, not knowing what would happen next, that was part of the magic,” remembers Eric Brosius. “We were willing to learn because it was just an exciting time.”

Terri Brosius became the voice of SHODAN, a role that fell to her by default: artificial intelligences in science fiction typically spoke in a female voice, and she was the only woman to be found among the Looking Glass creative staff. But however she got the part, she most definitely made it her own. She laughs that “people tend to get freaked out” when they hear her speak today in real life. And small wonder: her glitchy voice ringing through the empty corridors of the station, dripping with sarcastic malice, is one of the indelible memories that every player of System Shock takes away with her. Simply put, SHODAN creeps you the hell out. “You had a recurring, consistent, palpable enemy who mattered to you,” notes Doug Church — all thanks to Austin Grossman’s SHODAN script and Terri Brosius’s unforgettable portrayal of her.


As I think about the combination of technical excellence and aesthetic sophistication that was Looking Glass, I find one metaphor all but unavoidable: that of Looking Glass as the Infocom of the 1990s. Certainly Infocom, their predecessors of the previous decade on the Boston-area game-development scene, evinced much the same combination — the same thoroughgoing commitment to excellence and innovation in all of their forms — during their own heyday. If the 3D-graphics engines of Looking Glass seem a long way from the text and parsers of Infocom, let that merely be a sign of just how much gaming itself had changed in a short span of time. Even when we turn to more plebeian matters, there are connections to be found beyond a shared zip code. Both studios were intimately bound up with MIT, sharing in the ideas, personnel, and, perhaps most of all, the culture of the university; both had their offices on the same block of CambridgePark Drive; two of Looking Glass’s programmers, Dan Schmidt and Sean Barrett, later wrote well-received textual interactive fictions of their own. The metaphor isn’t ironclad by any means; Legend Entertainment, founded as it was by former Infocom author Bob Bates and employing the talents of Steve Meretzky, is another, more traditionalist answer to the question of the Infocom of the 1990s. Still, the metaphor does do much to highlight the nature of Looking Glass’s achievements, and their importance to the emerging art form of interactive narrative. Few if any studios were as determined to advance that art form as these two were.

But Looking Glass’s ambitions could occasionally outrun even their impressive abilities to implement them, just as could Infocom’s at times. In System Shock, this overreach comes in the form of the sequences that begin when you utilize one of those aforementioned cyberspace jacks that you find scattered about the station. System Shock‘s cyberspace is an unattractive, unwelcoming place — and not in a good way. It’s plagued by clunky controls and graphics that manage to be both too minimalist and too garish, that are in fact almost impossible to make head or tail of. The whole thing is more frustrating than fun, not a patch on the cyberspace sequences to be found in Interplay’s much earlier computer-game adaption of William Gibson’s breakthrough novel Neuromancer. So, it turns out that even the collection of brilliant talent that was assembled at Looking Glass could have one idea too many. Doug Church:

We thought [that] it fit from a conceptual standpoint. You’re a hacker; shouldn’t you hack something? We thought it would be fun to throw in a different movement mode that was more free-form, more action. In retrospect, we probably should have either cut it or spent more time on it. There is some fun stuff in it, but it’s not as polished as it should be. But even so, it was nice because it at least reinforced the idea that you were the hacker, in a totally random, arcadey, broken kind of way. But at least it suggested that you’re something other than a guy with a gun. We were looking at ourselves and saying, “Oh, of course we should have cyberspace! We’re a cyberpunk game, we gotta have cyberspace! Well, what can we do without too much time? What if we do this crazy thing?” Off we went…

By way of compounding the problem, the final confrontation with SHODAN takes place… in cyberspace. This tortuously difficult and thoroughly unfun finale has proven to be too much for many a player, leaving her to walk away on the verge of victory with a terrible last taste of the game lingering in her mouth.

Cyberspace was a nice idea, but its implementation leaves much to be desired.

Luckily, it’s possible to work around even this weakness to a large extent, thanks to another of the generous affordances which Looking Glass built into the game. You can decide for yourself how complex and thus how difficult you wish the game to be along four different axes: Combat (the part of the game that is most like DOOM); Mission (the non-combat tasks you have to accomplish to free the station from SHODAN’s grip); Puzzle (the occasional spatial puzzles that crop up when you try to jigger a lock or the like); and Cyber (the cyberspace implementation). All of these can be set to a value between zero and three, allowing you to play System Shock as anything from a straight-up shooter where all you have to do is run and gun to an unusually immersive and emergent pure adventure game populated only by “feeble” enemies who “never attack first.” The default experience sees all of these values set at two, and this is indeed the optimal choice in my opinion for those who don’t have a complete aversion to any one of the game’s aspects — with one exception: I would recommend setting Cyber to one or even zero in order to save yourself at lot of pain, especially at the very end. (The ultimate challenge for System Shock veterans, on the other hand, comes by setting the Mission value to three; this imposes a time limit on the whole game of about seven hours.)

If you really, really want to play System Shock as a DOOM clone, that’s okay with Looking Glass.

System Shock was released in late 1994, almost two full years after Ultima Underworld II, Looking Glass’s last game. It sold acceptably but not spectacularly well for a studio that was already becoming well-acquainted with the financial worries that would continue to dog them for the rest of their existence. Reviews were quite positive, yet many of the authors of same seemed barely to have noticed the game’s subtler qualities, choosing to lump it in instead with the so-called “DOOM clones” that were beginning to flood the market by this point, almost a year after the original DOOM‘s release. (One advantage of id Software’s more limited ambitions for their game was the fact that it was finished much, much quicker than System Shock; in fact, a DOOM II was already on store shelves by the time System Shock made it there.)

Although everyone at Looking Glass took the high road when asked about the DOOM connection, the press and public’s tendency to diminish their own accomplishment in 3D virtual-world-building had to rankle at some level; former employees insist to this day that DOOM had no influence whatsoever on their own creation, that System Shock would have turned out the same even had DOOM never existed. The fact is, Looking Glass’s own claim to the title of 3D-graphics pioneers is every bit as valid as that of id, and their System Shock engine actually was, as we’ve seen, more advanced than that of DOOM in a number of ways. No games studio in history has ever deserved less to be treated as imitators rather than innovators.

Alas, mainstream appreciation would be tough to come by throughout the remaining years of Looking Glass’s existence, just as it had sometimes been for Infocom before them. A market that favored the direct, visceral pleasures of id’s DOOM and, soon, Quake didn’t seem to know quite what to do with Looking Glass’s more nuanced 3D worlds. And so, yet again as with Infocom, it would not be until after Looking Glass was no more that the world of gaming would come to fully appreciate everything they had achieved. When asked pointedly about the sales charts which his games so consistently failed to top, Doug Church showed wisdom beyond his years in insisting that the important thing was just to earn enough back to make the next game.

id did a great job with [DOOM]. And more power to them. I think you want to do things that connect with the market and you want to do things that people like and you want to do things that get seen. But you also want to do things you actually believe in and you personally want to do. Hey, if you’re going to work twenty hours a day and not get paid much money, you might as well do something you like. We were building the games we were interested in; we had that luxury. We didn’t have spectacular success and a huge win, but we had enough success that we got to do some more. And at some level, at least for me, sure, I’d love to have huge, huge success. But if I get to do another game, that’s pretty hard to complain about.

Today, free of the vicissitudes of an inhospitable marketplace, System Shock more than speaks for itself. Few games, past or present, combine so many diverse ideas into such a worthy whole, and few demonstrate such uncompromising commitment to their premise and their fiction. In a catalog filled with remarkable achievements, System Shock still stands out as one of Looking Glass’s most remarkable games of all, an example of what magical things can happen when technical wizardry is placed in the service of real aesthetic sophistication. By all means, go play it now if you haven’t already. Or, perhaps better said, go live it now.

(Sources: the books Game Design Theory and Practice, second edition, by Richard Rouse III and System Shock: Strategies and Secrets by Bernie Yee; Origin’s official System Shock hint book; Origin’s internal newsletter Point of Origin from June 3 1994, November 23 1994, January 13 1995, February 10 1995, March 14 1995, and May 5 1995; Electronic Entertainment of December 1994; Computer Gaming World of December 1994; Next Generation of February 1995; Game Developer of April/May 1995. Online sources include “Ahead of Its Time: The History of Looking Glass” and “From Looking Glass to Harmonix: The Tribe,” both by Mike Mahardy of Polygon. Most of all, huge thanks to Dorian Hart, Sean Barrett, and Dan Schmidt for talking with me about their time at Looking Glass.

System Shock is available for digital purchase at GOG.com.)

 
 

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Life Off the Grid, Part 2: Playing Ultima Underworld

I rarely play or even see current games; the demands of this historical project of mine simply don’t allow for it. Thankfully, though, being a virtual time traveler does have its advantages. Just when I’m starting to feel a little sorry for myself, having heard about some cool new release I just don’t have time for, I get to experience a game like Ultima Underworld the way a player from its own time would have seen it, and suddenly living in my bubble is worth it.

It really is difficult to convey to non-time travelers just how amazing Ultima Underworld was back in March of 1992. To be able to move freely through a realistically rendered 3D space; to be able to walk up and down inclines, to jump over or into chasms, even to swim in underground streams… no one had ever seen anything like it before. At a stroke, it transformed the hoary old CRPG formula from a cerebral exercise in systems and numbers into an organic, embodied virtual reality. In time, it would prove itself to have been the starting point of a 3D Revolution in gaming writ large, one that would transform the hobby almost beyond recognition by the end of the 1990s. We live now in a gaming future very different from the merger of Silicon Valley and Hollywood which was foreseen by the conventional wisdom of 1992. Today, embodied first-person productions, focusing on emergent experience at least as much as scripted content, dominate across a huge swathe of the gaming landscape. And the urtext of this 3D Future through which we are living is Ultima Underworld.

Given what an enormous technological leap it represented in its day, it feels almost unfair to expect too much more than that out of Ultima Underworld as a game. After all, Blue Sky Productions was working here with a whole new set of affordances, trying to figure out how to put them together in a compelling way. It seems perfectly reasonable to expect that the craftspeople of game design, at Blue Sky and elsewhere, would need a few iterations to start turning all this great new technology into great games.

But it’s in fact here that Ultima Underworld astounds perhaps most of all. This very first example of a free-scrolling 3D dungeon crawl is an absolute corker of a game design; indeed, it’s arguably never been comprehensively bettered within its chosen sub-genre. In almost every one of the many places where they were faced with a whole array of unprecedented design choices, Blue Sky chose the right one. Ultima Underworld is a game, in other words, of far more than mere historical interest. It remains well worth learning to overlook the occasional graphical infelicities of its fairly primitive 3D engine in order to enjoy the wonderful experience that still awaits underneath them.

Needless to say, this isn’t quite the norm among such radically pioneering games. Yet it is a trait which Ultima Underworld shares with the two great earlier pioneers in the art of the dungeon crawl, Wizardry and Dungeon Master. Those games too emerged so immaculately conceived that the imitators which followed them could find little to improve upon beyond their audiovisuals. Just what is it about this particular style of game that yields such success right out of the gate? Your guess is as good as mine.

Regardless, we really should take the time to look at Ultima Underworld‘s gameplay still more closely than we have up to this point. So, today, I’d like to take you on a little tour of the most groundbreaking game of 1992.


Ultima Underworld puts its most conventional foot forward first. After the conventionally horrid introductory movie, it asks us to create a character, choosing from the usual collection of classes, abilities, and skills. The only thing here that might bring a raised eyebrow to the jaded CRPG player is the demand that we specify our character’s handedness — the first clear indication that this is going to be a much different, more embodied experience than the norm.

As soon as we begin the game proper, however, all bets are off. This looks and feels like no CRPG before it. The grid has disappeared from its dungeon; we can move smoothly and freely in real time, just as if we were really inside its world.

Which isn’t to say that Blue Sky didn’t have to make compromises to bring this free-scrolling 3D environment to life using 1992-vintage hardware. I already discussed one of the compromises in my previous article: the use of affine texture mapping rather than a more rigorous algorithm. This allows the game to render its graphics much faster than it would otherwise be able to, at the expense of a slight wonkiness that afflicts the rendering engine in some situations much more than in others. The second compromise is even more obvious: the actual first-person view fills less than half of the total screen real estate. Simply put, fewer pixels to render means that the rendering can happen that much faster.

Wolfenstein 3D

Of course, virtually every game ever made is at bottom a collection of compromises with the ideal in a designer’s head. Blue Sky made these two specific ones because they weren’t willing to compromise in other areas. Two months after Ultima Underworld was released, id Software released Wolfenstein 3D, the other great 3D pioneer of 1992. It features a first-person view that fills much more of the screen than that of Ultima Underworld, and with a considerably faster frame rate on identical hardware to boot. But its world is far less interactive. Its levels are all just that — entirely flat — and it won’t even let you look up or down. These were compromises which Blue Sky wasn’t willing to make. A commitment to verisimilitudinous simulation is the dominant theme of Ultima Underworld‘s design. It would go on to become the attribute that, more than any other, distinguishes the games of their later incarnation, Looking Glass Technologies, from the “just run and shoot” approach of id.


In light of the ubiquity of first-person 3D games in the decades since Ultima Underworld, it’s worth examining Blue Sky’s approach to controlling such a game, formulated well before any norms for same had been set in stone. Unlike what followed it, Ultima Underworld‘s preferred approach uses the mouse for everything; this was very much in line with the conventional wisdom of its era, which privileged the relatively new and friendly affordance of the mouse over the keyboard to such an extent that most games used the latter, if they used it at all, only for optional shortcuts. Thus in Ultima Underworld, you move around the world by moving the mouse into the view area and clicking as the cursor changes shape to indicate the direction of travel or rotation.

Blue Sky’s control scheme is a little different from what we may be used to, but it’s not necessarily worse. In fact, the use of the mouse in lieu of the more typical “WASD” keyboard controls for movement has at least one rather lovely advantage: moving the mouse pointer further in a given direction causes you to move faster. The WASD setup, in which each key can only be on or off at any given time, allows for no such sliding scale of movement speed, forcing clumsier solutions like another binary toggle on the keyboard for “run.”

If you just can’t deal with Ultima Underworld‘s preferred movement scheme, however, there are alternatives — always a sign of a careful, thought-through design. You can click directly on the little gray movement buttons down there below the view window. Or, in what was something of a last-minute addition, you can actually using the keyboard in a way very similar to what you may be used to from more recent games. Here, though, the WASD scheme is replaced with SADX, with the “W” key serving as the run toggle. The difference drives some modern players crazy, but it really needn’t do so. Try to get used to moving using only the mouse; you might be surprised at how well it works. (It’s worth noting as well that even id wouldn’t arrive at the WASD standard for quite some time after Ultima Underworld and Wolfenstein 3D. As late as 1993’s DOOM, they would still be mapping the arrow keys to movement by default.)

While left-clicking in the view window lets you move around, right-clicking allows you to manipulate the environment. The vertical row of icons to the left of the view window lets you choose a verb: “talk,” “take,” “examine,” “fight,” or “use,” with the topmost icon leading to the utility menu. If no icon is explicitly selected at a given point, the game intuits a default action when we right-click something in the environment. The end of the short video snippet above shows how elegantly this works in practice. We notice a message scrawled on the wall, and simply right-click it to do the most reasonable thing: to read it.


The video above gives a further taste of the interface in action. Note the ability, so conspicuously absent in id’s contemporaneous games, to look up and down as we move through the world and interact with it. This is accomplished via an exception to the mouse-centric approach. It’s only a little awkward: the “3” key shifts the view upward, “2” centers it vertically, and “1” shifts it downward. It would be at least a couple of years after Ultima Underworld‘s release before any other 3D engine would offer this capability.

This video also illustrates the game’s “paper doll” interface in action, as we pick up objects from the environment and move them into our inventory. The paper doll itself wasn’t new to Ultima Underworld; it had been pioneered by Dungeon Master and long since picked up by the main-line Ultima engines among others. This implementation of it, however, does Dungeon Master one better by living entirely on the main gameplay screen. Indeed, the game has no other screens, with just one exception which we’ll get to momentarily; its commitment to a mode-less interface is even more complete than was Dungeon Master‘s. This, one might even say, is the hidden benefit of that constrained view window. Everything that surrounds it is necessary; the view window might be small, but there is no wasted space anywhere else on the screen. Even what might seem, judging only from the videos above, to be small areas with no purpose actually aren’t, as further playing will reveal. The gray area to the left of the compass will tell us what magical status effects are active; the shelf to the right of the compass is where we will build spells using runes; the crystal at far left, just below the icon bar, shows our current attack strength, and is thus vital for combat. The fact that you aren’t constantly moving between screens does much to enhance the all-pervasive sense that you are there in the dungeon.

Equally important for this effect is a general disinterest in using numbers to represent the current status of your character — or, perhaps better said in light of the game’s commitment to embodiment, your status. While numbers do appear in places — especially if you go looking for them — they’re nowhere near as prevalent as they are in most contemporaneous CRPGs. Your health and mana levels, for instance, are represented graphically by the red and blue vials on the bottom right of the screen — this being another part of the screen you might have initially assumed to be decoration, but which is actually vital.

Later in the video above, we fire up a torch, shedding some welcome light on our surroundings and showing off the game’s advanced lighting model. At the risk of beating a dead horse, I must say, yet again, that no other game of Ultima Underworld’s era or for some time thereafter could match the latter.

Finally, we see something of the game’s physics model in action, as we toss a (useless) skull against the wall. Such kinetic, tactile responsiveness is a far cry from most CRPGs, even as the strength of your character’s throw is indeed affected by his statistics. Dungeon Master, that critical way station beyond Wizardry and Ultima Underworld, pioneered some of this more kinetic approach, but the free-scrolling environment here allows the game to use it that much more effectively.

In addition to the torch, we found in that first sack the game’s auto-map. Even as its presence as a physical object in the world emphasizes the game’s ongoing commitment to embodiment, this is actually the only place where the game’s commitment to its mode-less interface falters — but what a spectacular exception it is! I’ve cheated a bit with the screenshot above, choosing a point from much deeper in the game in order to show the auto-map in its full glory. It’s a feature that simply has to be here; the rest of the game, remarkable as it is, would fall apart without it. Cartography — making your own maps on reams of graph paper — had been a standard part of the dungeon-crawl experience prior to Ultima Underworld. Even real-time dungeon crawls like Dungeon Master had left mapping to the player. By removing the discrete grid, however, Ultima Underworld made this style of mapping, if not utterly impossible, at least far too difficult to be any fun even for the dedicated graph-paper-and-pencil crowd. An auto-map was as fundamental to its design as anything in the game.

But if an auto-map of some sort was essential, it certainly wasn’t necessary for its implementation to be this absurdly fantastic. Dan Schmidt, one of the Ultima Underworld developers, has said on several occasions that he considers the seemingly plebeian affordance of the auto-map to be the most impressive single thing in a game that’s bursting at the seams with unprecedented features. There are days when I find myself agreeing.

Whilst ditching the need for graph paper and pencil, Ultima Underworld preserves the foremost pleasure of CRPG cartography: that of seeing all of the blank spaces on your map filled in, enjoying the gradual transformation of the chaotic unknown into the orderly known. The map of each level is lovely to look at as it takes shape. You want to visit every nook and cranny on each one of the levels just to make it as pristine and complete as possible. You’ll even swim the length of the underground streams and lakes, if that’s what it takes to get them completely documented on parchment.

And there’s one final thing the auto-map does which few games — few games ever, mind you — can match: you can make your own notes on the thing, wherever and whenever you want to. Did you notice all of the text on the map above? I did that, not the game. Needless to say, the programming needed to accommodate this — which, incidentally, had already been completed by Doug Church and J.D. Arnold before the rest of the Blue Sky programming team even arrived — couldn’t have been easy. In terms of both design and implementation, Ultima Underworld‘s auto-map really is nothing short of spectacular.


In the video above, we move down the corridor from the game’s starting point. Notice again how we can move slower or faster merely by shifting the position of the mouse within the view window.

We find our first door at the end of the corridor. This door can be opened by a pull chain just beside it, but we rather perversely elect to close it again and then bash it open. Our ability to do so serves as a further illustration of Blue Sky’s commitment to simulation and emergence. The main-line Ultima games as well have doors of variable strength, but, as any dedicated player of those games quickly realizes, Origin Systems had a tendency to cheat in order to fill the needs of a plot that got steadily more complex from installment to installment: many doors — the plot-important doors — are indestructible. You need the correct key to open them, whose acquisition ensures that certain bits of plot are seen before other bits. (As Ron Gilbert once put it, heavily narrative-focused game design ultimately all tends to come down to locks and keys of a literal or metaphorical stripe.)

But Blue Sky, who don’t have the same sort of elaborate pre-crafted plot full of important story beats to worry about, never cheats. Any given door may indeed have a key which you can find, but, if you haven’t found the key, it is at least theoretically possible to pick its lock, to open it using a magic spell, or to simply bash it down. Mind you, doing the last may not do your weapon any favors; keen sword blades were not made to chop through wood. Here we have yet another example of the game’s focus on simulation, albeit one that may feel somewhat less welcome in practical terms than it does in the abstract when your poor misused sword breaks at an inopportune moment — like, say, in the midst of a desperate combat.


The game’s magic system is marked by the same sense of embodied physicality as everything else. Before you can cast spells at all, you’ll need to find a rune bag helpfully left behind by one of the dungeon’s unfortunate earlier explorers. For a long time to come, you’ll be collecting runes to put in it. You combine these runes into “recipes” — most of which are found in the manual — in order to cast spells. In the video above, we place two recently discovered runes into our rune bag and then cast a light spell which can serve as a handy replacement for a torch. (Note that it takes a couple of tries to successfully cast the spell, a sign of our character’s inexperience.) All character classes can use magic to a greater or lesser degree. Even an otherwise “pure” fighter will probably find simple spells that obviate the need to cart around torches or food to be very useful indeed. Thanks to magic, there’s no time limit on the game in the form of depleting resources; by the time you’ve scarfed up all the food in the dungeon, you’ll have long since mastered the “create food” spell.

The rune-based magic system is another aspect of Ultima Underworld that smacks of Dungeon Master (as is, for that matter, the flexible character-development system in which any character can learn to do anything with enough time and effort). But the Blue Sky team has denied looking closely to the older game for inspiration, and we have no reason to doubt their word. So, we’ll have to chalk the similarities up to nothing more than the proverbial great minds thinking alike. If anything, Ultima Underworld‘s magic system is even more elegant than its predecessor’s. Because you’re collecting physical runes, rather than mere spell recipes in the form of scrolls as in Dungeon Master, the sense that everything that matters to the game is an embodied thing in the world is that much more pronounced here.


It should come as no surprise by this point that Ultima Underworld‘s combat system is built along the same lines of embodied physicality. That is to say, you physically swing (or shoot, or throw) your weapon against monsters that are embodied in the same space as you. The video above gives a taste of this, in the form of a battle against a giant rat guarding some choice booty. (Ultima Underworld may be a breathtakingly original design, but some things in the world of CRPGs are timeless. Meeting giant rats as your first opponents is among these.)

Later battles will see you using the environment in all sorts of creative ways: shooting down upon monsters from ledges, blasting them with magic and then running away to recharge your batteries behind a closed door. You can also try to sneak past monsters you’d rather not fight, using not only your character’s innate stealth ability but your own skill at maneuvering through light and shadow. In fact, a sufficiently dedicated pacifist could finish Ultima Underworld while doing surprisingly little killing at all. One of the advantages of the simulation-first approach is that it really does let you play the game your way — possibly even in ways that the game’s designers never thought of.

But Ultima Underworld isn’t all emergent simulation. It does have a plot of sorts, albeit one that you can approach in your own way, at your own speed, and in your own order. You learn soon after arriving in the dungeon that you need to assemble a collection of magic objects. Doing so will occupy your attention for the bulk of the game.

This scavenger-hunt structure may be less innovative than most of the game, but it’s executed with considerable verve. Each level has its own personality and its own inhabitants, living in what feel like credible communities. Importantly, you don’t — or shouldn’t, anyway — indiscriminately slaughter your way through the levels. You need to talk to others, an element that’s notably missing from Wizardry and Dungeon Master. The dungeon’s inhabitants actually remember your treatment of them. An early example of the game’s relationship model, if you will, is provided on the very first level. Two tribes of goblins who hate one another live there in an uneasy symbiosis. Will you ally yourself with one or the other? Or will you try to thread the needle between friend and foe with both, or for that matter go to war with both? The choice is up to you. But choose carefully, for such choices in this game have consequences which you will be living with for a long time to come.

Regular readers of this blog are doubtless aware that I place a high premium on fairness and solubility in games. I’ve gone on record many times saying that a game which is realistically soluble only through a walkthrough cannot by definition be a good game, no matter what other things it does well. In this context, everything would seem to be working against Ultima Underworld. A bunch of MIT whiz kids, all freelancing without recourse to any central design authority, working in an insular environment without recourse to outside play testers… it doesn’t give one much hope for fair puzzles.

Yet, here as in so many other places, Ultima Underworld defies my prejudices and expectations alike. There are perhaps two or three places where the clues could stand to be a little more explicit — certainly no one should feel ashamed to peek at a walkthrough when playing — but there are no egregious howlers here. Take careful notes, take your time, and follow up diligently on all of the clues, and there’s no reason that you can’t solve this one for yourself. Sure, by modern standards it’s an absurdly difficult game. There is no quest log to keep everything neat and tidy for you, and, as a byproduct of its ethos of respecting and empowering its player at every turn, the game will happily let you toss essential quest items into a river, never to be seen again, without saying a word about it. At the same time, though, the utter lack of guardrails can be bracing. If you solve this one, you’ve really accomplished something. And, unlike so many of the games I’ve complained about on this blog, Ultima Underworld never feels like it’s trying to screw you over. It just won’t prevent you from doing so if you decide to screw yourself over.

Only occasionally does the commitment to simulation get in the way of friendly, fair design. To wit: after talking to a character once, trying to elicit the same information again often results only in some variation on “I already told you that!” Dan Schmidt, who was responsible for pulling all of the dialog together, told me that he believed at the time that this was only fair, another way of committing to verisimilitude in all things. Nowadays, I (and he) are more likely to categorize it under that heading of design failures known as “the designer being a jerk just because he can.” Given what a masterpiece Ultima Underworld is on the whole, it’s almost comforting to know that Blue Sky still had a few things to learn about good design.

On the other hand, I really love the way the design uses the game’s virtual space. There are a considerable number of quests and puzzles that span multiple levels in the dungeon, forcing you to retrace your steps and revisit “finished” levels. Another of Ultima Underworld‘s more unique design decisions in comparison with the dungeon-crawl tradition, this does much to give the game a holistic feel, making its dungeon feel like a living place rather than just a series of levels to be solved one after another.

The puzzles themselves are as mode-less as the basic interface. None of them pull you out of the game’s world: no riddles, no mini-games. Instead they work brilliantly within it. There are some wonderfully rewarding puzzles here, such that I hate to spoil them by saying too much about them. Following up on the clues you’re given, you’ll do things that seem like they couldn’t possibly work — surely the game engine can’t be that granularly responsive! — and be shocked and delighted when they actually do. In one fine example, you’ll have to literally learn a new language — okay, a limited subset of it anyway — via clues scattered around the environment. Sometimes challenging and often complex but never unfair, the puzzles will richly reward the effort you put into them.

Perhaps the best example of how the puzzles of Ultima Underworld are integrated into its environment is Garamon, a mysterious personage who often visits your dreams when you sleep. He at first seems like nothing more than a contrived adventure-game clue dispenser, but you gradually realize that he is a real — albeit deceased! — character in the story of the Abyss, and that he has something very personal he wants you to do for him: to give his body a proper burial so he can find peace. When you discover a certain empty tomb, and connect it with the figure from your dreams, the flash of insight is downright moving.

I could go on with yet more praise for Ultima Underworld — praise for, by way of example, its marvelous context-sensitive music, provided by the prolific game composers George “The Fat Man” Sanger and Dave Govett (also the composers of the Wing Commander score among many, many others). Yet I hesitate to cause what may already seem like an overly effusive review to read still more so. I can only hope that my reputation as a critic not overly prone to hyperbole will precede me here when I say that this game truly is a sublime achievement.

Ultima Underworld II

I have less — and far less that is positive — to say about the second and final Ultima Underworld game, which bears the subtitle Labyrinth of Worlds. In contrast to its groundbreaking predecessor, it’s a fairly typical sequel, offering as its only mechanical or technical innovation a somewhat larger view window on the 3D environment. Otherwise, it’s more of the same, only much bigger, and not executed quite as well.

The new entity that was known as Looking Glass Technologies — the product of the merger between Blue Sky Productions and Lerner Research — became a much more integral part of the Origin Systems family after the first Ultima Underworld‘s release and commercial success. The result was a plot for the new game that was also better integrated into the Ultima timeline, falling between the two games made by Origin themselves with their own Ultima VII engine in terms of both plot and release chronology. The new interest in set-piece plotting and Ultima lore does the sequel few favors; it rather straitjackets the sense of free-form exploration and discovery that marks the original. Instead of being confined to a single contiguous environment, Ultima Underworld II sends you hopscotching back and forth through its titular “labyrinth of worlds.” The approach feels scattershot, and the game is far less soluble than its predecessor — yet another proof of a theorem which the games industry could never seem to grasp: that a bigger game is not necessarily a better game.

The sequel was created from start to finish in less than nine months, nearly killing the team responsible for it. Origin and Looking Glass’s desire to get a second game out the door is understandable on the face of it; they had a hit on their hands, and wanted to strike while the iron was hot. This they certainly did, but the sequel reportedly sold less than half as many copies as its predecessor — although it should also be noted that even those numbers were enough to qualify it as a major hit by contemporary standards. Still, Paul Neurath, the head of Blue Sky and co-head of Looking Glass, has expressed regret that he didn’t give his people permission and time to make something more formally ambitious. In the future, Looking Glass would generally avoid these sorts of quickie sequels.

While the second game is probably best reserved for the CRPG hardcore and those who just can’t get enough of the experience provided by the first one, the original Ultima Underworld is a must-play. Without a doubt one of the very best CRPGs ever made, it’s even more important for the example it set for gaming in general, showing what heights of flexibility and player-responsiveness could be scaled through the emerging medium of 3D graphics. The pity is that more developers — even many of those who eventually went 3D — didn’t heed the entirety of its example. Countless later games would improve on Ultima Underworld‘s sometimes wonky visuals by throwing out its simplistic affine texture mapping in favor of better techniques, and by blowing up its view window to fill the whole screen. Very few of them, however, would demonstrate the same commitment to what Blue Sky/Looking Glass saw as the real potential of 3D graphics: that of simulating an intuitively emergent world and placing you, the player, inside it. Whether judged in terms of historical importance or by the more basic metric of how much fun it still is to play, Ultima Underworld is and will always remain seminal.

(Ultima Underworld I and II can be purchased from GOG.com.)

 
 

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Life Off the Grid, Part 1: Making Ultima Underworld

The 1980s was the era of the specialist in game development, when many of the most successful studios did just one or two things, but did them very, very well. For Infocom, that meant text adventures; for Sierra, graphic adventures; for MicroProse, military simulations; for SSI, strategic wargames and Dungeons & Dragons; for Epyx, joystick-twiddling sports and action games; for Origin, Ultima. When such specialists stepped outside of their comfort zones, the results were occasionally a triumph, but more often merely served to reemphasize their core competencies.

The most respected studios of the 1990s, however, tended toward more eclecticism. Developers like Dynamix and Westwood may have had their roots in the previous decade, but they really came into their own in this one, and did so with games of very diverse types. Westwood, for example, was happily making CRPGs, graphic adventures, real-time-strategy games, and Monopoly, for Pete’s sake, all virtually at the same time. Even the holdover specialists from the 1980s — those who were still standing — aggressively tried to diversify in the 1990s: Sierra moved into strategy games, MicroProse into CRPGs and graphic adventures, Origin into Wing Commander.

Still, if we look harder at many 1990s developers, we can find themes that bind together their output. In the case of Dynamix, we might posit that to be an interest in dynamic simulation, even when working in traditionally static genres like the graphic adventure. In that of Westwood, we can identify an even more pronounced interest in bringing the excitement of real time to traditionally turn-based genres like the CRPG and the wargame. And in the case of the studio we’ll be meeting for the first time today — Looking Glass Technologies, arguably the most respected and beloved 1990s studio of all — the binding thread is crystal clear. From beginning to end, they used the flexibility of 3D graphics to bring virtual environments to life in unprecedentedly immersive ways. Whether making a CRPG or a flight simulator, a first-person shooter or a first-person sneaker, this was their constant.


3D graphics were, one might say, baked right into Looking Glass’s DNA. Paul Neurath and Ned Lerner, its two eventual founders, met one another in 1978 in a computer-science course at Wesleyan University, where Neurath was studying environmental science, Lerner physics. For the course’s final project, they teamed up to make a 3D space game rendered in ASCII text. They got a B-minus on it only because their professor considered games to be beneath his course’s dignity.

After university, the two New England boys remained friends as they started their professional careers. When the home-computer craze got rolling in earnest, each bought an Apple II. They started experimenting, together and apart, on games much like the one they had written for that computer-science class, only implemented in real bitmap graphics, with a real joystick as a controller. These efforts culminated in a joint game known as Deep Space: Operation Copernicus, which they sold in 1985 to the publisher Sir-Tech, purveyors of the Wizardry CRPG series. Sir-Tech didn’t seem to know quite what to do with Neurath and Lerner’s very different sort of game, and it never escaped Wizardry‘s long shadow. Nevertheless, the experience of making a game and getting paid for it — however modestly — lit a fire in both partners. Each went off to pursue his own agenda, but they remained in touch, keeping one another updated on their progress and often sharing code and technical tricks.

Initially, it was Ned Lerner who made the most determined effort to become a real commercial game developer. He formed a little company called Lerner Research, and started gathering like-minded souls around him. As fixated as ever on 3D graphics, he decided that an at least semi-realistic flight simulator would be a good application for the technology. The leading product of that type on the market, subLOGIC’s generically titled Flight Simulator, he considered akin to a “textbook lesson”; he envisioned a flight simulator of his own that would be more accessible and fun. He hired an aerodynamic engineer to design a flight model for his game, which would focus on high-performance military aircraft like the legendary SR-71 Blackbird rather than the little Cessna that was forever tooling around from airport to airport in subLOGIC’s simulator. In fact, his game would let you fly any of fourteen different airplanes, in contrast to its rival’s one, and would concentrate on goal-oriented activities — “Flight Instruction,” “Test Flight,” “Formation Flying,” or “Airplane Racing” — instead of just expecting you to choose a starting airport and do whatever tickled your fancy.

Chuck Yeager and Ned Lerner discuss the vagaries of aerodynamics.

Electronic Arts, who lacked a competitive flight simulator and were eager to get in on one of the industry’s fastest-growing segments, signed on as publisher. Unlike Sir-Tech, they knew the appeal of snazzy packaging and celebrity endorsements. They convinced Chuck Yeager to put his name on the product. This was quite the coup; Yeager, a World War II fighter ace and the first man to break the sound barrier, was by far the most famous pilot in the country, after having been brought to indelible life by the actor Sam Shepard in the recent hit movie The Right Stuff. It was a decidedly nervous group of nerds and businessmen who met this aerospace legend for the first time in March of 1987. Lerner:

As we were sitting there in the office, listening to the rain outside, Rich Hilleman, associate producer at EA, was first to spot the Blazer entering the parking lot (license plate “BELL X1”). A few minutes later, we heard the unmistakable West Virginia drawl outside the door, as pure and easygoing as the man on TV who sells spark plugs with a shotgun. For a brief second, I remembered the opening scene of Patton where George C. Scott steps forward, dressed to the teeth in full military regalia. The door suddenly opened, and there he was: wearing cowboy boots, blue jeans, and a polo shirt under his racing-style jacket. General Yeager had a trim figure, and his face was tan, well-weathered, as if he had spent a lot of time outdoors. The general stepped forward, shaking hands with the members of the group, but I sensed a certain degree of reservation in his actions.

To get past this awkward beginning, we loaded in the current version of Advanced Flight Trainer. I flew the simulator for a while, then offered to let General Yeager take over. “I never fooled with these things,” he said. “That’s because, you know, the damned things are so…” — he searched for the word — “…insignificant. If you want to really scorch something, hell, you can program the X-31 in there, the aerospace plane. Now, see, you got some kid who can say, ‘Man, this thing is smoking along at mach 25.'”

The ice had finally been broken, and we all began contributing to the conversation. After discussing the subjects of liquid-oxygen fuel and the current type of aircraft that are touching the edge of space, the day was practically over. “This thing’s pretty dang realistic,” he told us. “You’ve got a lot of goodies in there.”

Released about six months later with much publicity, Chuck Yeager’s Advanced Flight Trainer became by far EA’s biggest hit of the year, and one of their biggest of the whole decade. With that push to get them off and running, Lerner Research continued their work on the frontiers of 3D graphics, giving EA a substantially revised version 2.0 of their flagship game in 1989.

Even as Ned Lerner was hobnobbing with famous test pilots, Paul Neurath was making his own inroads with the games industry. Shortly after finishing Deep Space, he had heard that Origin Systems of Ultima fame was located in New Hampshire, not all that far from him at all. On a lark, he drove down one day to introduce himself and take the temperature of the place. He hit it off immediately with Richard Garriott and the rest of the crew there. While he never became a full-fledged employee, he did become a regular around the Origin offices, contributing play-testing, design ideas, and occasional bits of code to their games on a contract basis.

In early 1987, Richard Garriott, who loathed New England with every fiber of his being, packed up and moved back to Austin, Texas, with most of Origin’s technical and creative staff. He left behind his older brother and business manager Robert, along with the latter’s support staff of accountants, secretaries, and marketers. A few developers who for one reason or another didn’t want to make the move also stayed behind. Neurath was among this group.

At about this same time, Neurath got the green light to make a game all his own for Origin. Space Rogue began as another 3D space shooter — another Deep Space, enhanced with some of the latest graphics technology from his friends at Lerner Research. To this template Neurath grafted a trading economy, a customizable spaceship, and a real plot. The player was even able to exit her spaceship and wander around the space stations she visited, talking to others and taking on quests. There was a surprising amount of ambition in this fusion of Deep Space, Elite, and Ultima, especially considering that Neurath designed, wrote, and programmed it all almost single-handedly from New Hampshire while most of his friends at Origin pursued other projects down in Austin. Although its disparate parts don’t ever gel quite well enough to make it a true classic, it’s remarkable that it works as well as it does.

Space Rogue sold in moderate numbers upon its release in 1989. More importantly in terms of gaming history, Chris Roberts of Origin spent a lot of time with it. Its melding of a space shooter with an adventure-game-like plot became one of the inspirations behind Wing Commander, the first Origin game to fully escape the shadow of Ultima — and, indeed, the beginning of one of the blockbuster franchises of the 1990s.

Space Rogue‘s hilarious cover art, with its artfully pouting male model who looks better suited to a Harlequin-romance cover. Paul Neurath remembers Origin’s marketing department asking him about his packaging preferences for his game. He said he would prefer a “non-representational” cover picture. Naturally, the marketers delivered about the most representational thing imaginable.

By the time of Space Rogue‘s release, Paul Neurath was a lonelier game developer than ever. In January of 1989, the last remnants of Origin’s New Hampshire operation had moved to Austin, leaving Neurath stranded in what Richard Garriott liked to call “the frozen wastes of New England.” For him, this was a crossroads of life if ever there was one. Did he want to continue to make games, and, if so, how? Sure, he could probably move down to Austin and get a job with Origin, but, truth be told, he had no more desire to live in Texas than Garriott had to live in New England. But how else could he stay in games?

At last, Neurath decided to take a page from Ned Lerner’s book. He would put together his own little company and try to establish it as an independent studio; after all, it had worked out pretty well for Ned so far. He registered his company under the name of Blue Sky Productions.

Neurath had always loved the CRPG genre, ever since Wizardry had become one of the first games he bought for his new Apple II. That love had once led him to publish Deep Space through Sir-Tech, and sent him out to Origin’s New Hampshire offices for that fateful visit. Now, he dreamed of taking the first-person dungeon crawl beyond the turn-based Wizardry, even beyond the real-time but still grid-based Dungeon Master, the state of the art in the genre as the 1980s expired. On a visit to Lerner Research, he saw the technology that he believed would make the genre’s next step possible — the foundation, one might even say, for everything he and his fabled studio Looking Glass would do in the 1990s. What he saw was the first 3D texture mapper that was suitable for use in an ordinary computer game.

3D graphics were hardly unknown on personal computers of the 1980s, as can be seen not least through the early careers of Ned Lerner and Paul Neurath. Yet, being enormously taxing to implement in the context of an interactive game, they demanded a lot of aesthetic compromise. Some early 3D games, such as Elite and the first versions of subLogic’s Flight Simulator, didn’t draw in the surfaces of their polygons at all, settling for wire frames. With the arrival of more powerful 16-bit computers in the mid-1980s, filled surfaces became more common in 3D games, but each side of a polygon was drawn in a single color. Combine this fact with the low polygon count that was still necessitated by the hardware of the time — resulting in big, fairly crude polygons — and you had a recipe for blotchy landscapes made up of garishly clashing primary colors.

A few clever developers were able to turn the limitations of 3D graphics into an aesthetic statement in its own right. But most of those who used them — among them makers of flight simulators and space shooters, such as Lerner and Neurath — suffered with their limitations because there just wasn’t any practical alternative for the sorts of games they were making. For an out-the-cockpit view from an airplane, the aesthetic compromises necessitated by going 3D were just about acceptable, given the way the distant landscape below tends to blur into hazy abstractions of color even in real life. But for a more personal, embodied experience, such as a first-person dungeon crawl, real-time 3D graphics were just too crude, too ugly. You couldn’t render the grain of a wooden door or the patina of a stone wall as one uniform splotch of color and expect to get away with it — not with the way that gamers’ audiovisual expectations were increasing every year.

A screenshot from Dungeon Master, the state of the art in dungeon crawls at the end of the 1980s. Notice how the walls, floor, and ceiling are shown in aesthetically pleasing detail. This was possible because movement in Dungeon Master was still based on a grid, which meant that each view could be assembled from pre-rendered component parts rather than needing to be rendered from scratch. A free-scrolling, real-time-rendered 3D version would have had to replace all of this detail with great uniform slabs of gray in order to run at an acceptable speed. The result, needless to say, would not have been pretty.

None of these problems were unknown to academic computer-graphics researchers; they’d been wrestling with them since well before the first personal computer hit the market. And they’d long since come up with a solution: texture mapping. The texture in question takes the form of an ordinary image file, which might be drawn by hand or digitized from a real-world photograph. A texture suitable for a wooden door, for example, could be an extreme closeup of any slab of wood. The texture is “glued” onto a polygon’s face in lieu of a solid color. Just like that, you suddenly have doors that look like real doors, slimy dungeon walls that look like real slimy dungeon walls.

The problem with texture mapping from the perspective of game development was the same one that haunted the whole field of 3D graphics: the problem of performance. Simple though the basic concept is, a lot of tricky math comes into play when one introduces textures; figuring out how they should wrap and fit together with one another over so many irregular polygonal surfaces is much more complicated than the lay observer might initially believe. At a time when just managing to paint the sides of your polygons in solid colors while maintaining a respectable frame rate was a real achievement, texture mapping was hopeless. Maybe it could be used in another decade or so, said the conventional wisdom, when Moore’s Law put a supercomputer on every desk.

But one recent arrival at Lerner Research wasn’t so sure that texture mapping was impossible using extant PC hardware. Chris Green had considerable experience with interactive 3D graphics, having spent several years at subLogic working on products like Flight Simulator and Jet. He arrived at Lerner Research knowing that texture mapping couldn’t be done on the likes of an 8-bit Apple II, the computer on which Neurath and Lerner among so many others had gotten their start. On the latest 16- and 32-bit MS-DOS hardware, however… he suspected that, with the right compromises, he could make it work there.

There was doubtless much efficient code in the texture mapper Green created, but it was indeed an unabashed compromise that made it feasible to attempt at all. The vertices of the polygons in a 3D graphics system are defined with an X, a Y, and a Z coordinate; it’s this last, of course, that makes such a system a 3D system at all. And it’s also the Z coordinate that is the source of all of the complications relating to 3D graphics in general. Nowhere is this more true than in the case of texture mapping. To do it correctly, textures have to be scaled and transformed to account for their position in relation to the viewing location, as largely defined by their Z coordinate. But Green didn’t bother to do texture mapping correctly; he effectively threw away the Z coordinate and glued his textures onto their polygons as if they were in a 2D space. This technique would come to be known inside the industry as “affine texture mapping.” It yielded an enormous increase in rendering speed, balanced by a degree of distortion that was almost unnoticeable in some situations, very noticeable indeed in others. Still, an imperfect texture mapper, Green decided, was better than no texture mapper at all.

The video clip above, from the finished game of Ultima Underworld, shows some of the spatial distortion that results from affine texture mapping, especially when viewing things from a very short distance. Moving through the game’s virtual space can look and feel a bit like moving through real space after having drunk one beer too many. Nonetheless, the environment is far more realistic, attractive, and immersive than any first-person 3D environment to appear in any game before this one.

Ned Lerner had recently signed a contract with EA to make a driving game bearing the name of Car and Driver magazine. Knowing the technology’s limitations, he planned to use Chris Green’s texture mapper in a somewhat constrained fashion therein, to draw onto the faces of billboards and the like. Yet he wasn’t averse to sharing it with Paul Neurath, who as soon as he saw it wanted to use it to take the next step beyond Dungeon Master.

To do so, however, he’d need more programmers, not to mention artists and all the rest; if there was one thing the two years or so he had spent making Space Rogue had taught him, it was that the days of the one-man development team were just about over. Luckily, a friend of his had a nephew who had a friend who was, as Neurath would be the first to admit, a far better programmer than he would ever be.

Doug Church was an MIT undergraduate who had let himself get so consumed by the fun going on inside the university’s computer labs that it had all but derailed his official education. He and his buddies spent hours every day hacking on games and playing them. Their favorite was a 3D tank game called Xtank, written by one of their number, a fellow student named Terry Donahue. They tinkered with its code endlessly, producing variations that departed radically from the original concept, such as a Frisbee simulator. When not coding or playing, they talked about what kinds of games they would like to make, if only they had infinite amounts of money and time and no hardware limitations whatsoever. They envisioned all sorts of little simulated worlds, rendered, naturally, in photo-realistic 3D graphics. Thus when Neurath introduced himself to Church in early 1990 and asked if he’d like to work on a free-scrolling, texture-mapped 3D dungeon crawl running in real time, he dropped his classes and rushed to get in on the chance. (Terry Donahue would doubtless have been another strong candidate to become lead programmer on the project, but he felt another calling; he would go on to become a priest.)

Neurath also found himself an artist, a fellow named Doug Wike who had worked on various projects for Origin in New Hampshire before those offices had been shuttered. Together the three men put together a crude non-interactive demo in a matter of weeks, showing the “player” moving up a texture-mapped dungeon corridor and bumping into a monster at the end of it. At the beginning of June, they took the demo to the Summer Consumer Electronics Show, where, behind all of the public-facing hype, many of the games industry’s most important deals got made.

As Neurath tells the story, the response from publishers was far from overwhelming. The demo was undeniably crude, and most were highly skeptical whether this unproven new company could get from it to a real, interactive game. It turned out that the only publisher willing to give the project any serious consideration at all was none other than Neurath’s old friends from Origin.

That Neurath hadn’t taken his idea to Origin straight away was down to his awareness of a couple of strategic decisions that had recently been made there, part of a whole collection of changes that were being made to greet the new decade’s challenges. Origin had, first of all, decided to stop giving contracts to outside developers, taking all development in-house so as to have complete control over the products they released. And secondly, they had decided, for the time being anyway, to make all of their output fit into one of two big franchises, Ultima and Wing Commander. Both of these decisions would seem to exclude Blue Sky’s proposed dungeon crawler, which they were calling simply Underworld, from becoming an Origin product. Nor did it help that a sexy public demonstration of the first Wing Commander game [1]Wing Commander was actually still known as Wingleader at this time. had become the hit of the show, making it difficult for Origin to focus on anything else; they could practically smell the money they were about to make from their new franchise.

Luckily, Blue Sky and Underworld found a champion at Origin even amidst all the distractions. Warren Spector was a relatively recent arrival at the company, but Neurath knew him pretty well; as his very first task for Origin, Spector had spent about a month expanding and polishing the text in Space Rogue just before its release. Now, looking at Underworld, he was sure he saw not just a game with real commercial potential but a technologically and aesthetically important one. “I was blown away,” he says today. “I remember thinking as I watched that demo that the world had just changed.” Spector convinced his colleagues to take a chance, to violate their rule of in-house development and sign a contract with Blue Sky, giving them a modest advance of $30,000. If the game worked out, they might be in on the ground floor of something major. It might also be something they could brand with the Ultima name, make into the beginning of a whole new sub-series in the franchise — a revival of the first-person (albeit turn-based) dungeons that had been in every Ultima through Ultima V. And if it didn’t work out, the $30,000 they’d lose on the flier was far from a fortune. The deal was done.

With that mission accomplished, Neurath’s little team returned to the office space he’d rented for them in New Hampshire. They spent almost a year there trying to understand the new set of technical affordances which Chris Green’s texture mapper had put at their disposal. They didn’t invent anything fundamentally new in terms of 3D graphics technology during that time. Like the texture mapper which spawned the project, everything they put into Underworld could be found in any number of books and journals at the MIT library, many of them dating well back into the 1970s and even 1960s. It was just a matter of adapting it all to the MS-DOS architecture. As it happened, the hardware they had to work with was about equal to the cutting-edge research workstations of ten years ago, so the old journal articles they pored over actually made a pretty good fit to it.

They kept coming back to the theme of embodiment, what Neurath called “a feeling of presence beyond what other games give you.” None of the earlier dungeon crawlers — not even those in the Dungeon Master tradition that ran in real time — had been able to deliver this. They could be exciting, stressful, even terrifying, but they never gave you the feeling of being physically embodied in their environments. It was the difference between reading a book or watching a movie and really being someplace.

It went without saying that Underworld must place you in control of just one character rather than the usual party of them. You needed to be able to sense the position of “your” body and limbs in the virtual space. Neurath:

We wanted to get a feeling that you were really in this dungeon. What would you expect to do in a dungeon? You might need to jump across a narrow chasm. You might expect to batter down a wooden door. You might expect to look up if there was a precipice above you. All these sorts of physical activities. And we tried to achieve, at least to a reasonable degree, that kind of freedom of motion and freedom of action. That really extended the R&D stage. It was about nine months, even a year, before we had all the underlying technology in place that allowed us to visualize this fantasy universe in a manner that we felt was appropriate and would work well and would allow the player the freedom to maneuver around and perform different kinds of actions.

Over the course of this time, Neurath hired only one more programmer, one Jonathan “J.D.” Arnold, who had previously worked on Infocom’s Z-Machine technology in that company’s twilight years. But finally, in the late spring of 1991, with the basic interface and the basic technical architecture all in place, Neurath decided it was time to hire some more people and make a real game out of it all. Doug Church immediately thought of his old friends back at MIT, and Neurath had no objections to recruiting from that pool; they were smart and passionate and, just as importantly, they were all happy to work for peanuts. Given the time of year it was, Church’s old buddies were all either graduating or finishing up their semester of coursework, leaving them free to come to Blue Sky.

None of these people had ever worked on a commercial computer game before. In fact, most of them hadn’t even played any commercial computer games recently, having been ensconced for the last several years inside the ivory tower of MIT, where the nature of gaming was markedly different, being a culture of creation rather than strictly one of consumption. And yet, far from being a disadvantage, the team’s sheer naivete proved to be the opposite, making them oblivious to the conventional wisdom about what was possible. Doug Church:

I had actually played Space Rogue because one of my friends had a Mac, but the clusters [at MIT] were all Unix boxes so I ran X-Trek and NetHack and things, but I hadn’t played a PC game in five years or something. So we just said, “Let’s do a really cool dungeon game in 3D, let’s go.” It’s interesting because a lot of people talk about how we were doing such a Dungeon Master game, but as far as I know none of us had ever played Dungeon Master. We didn’t have any idea we were doing anything that wasn’t just obvious in some sense because we had no context and the last time any of us had played a [commercial] game was back when we were fourteen. We played games in college, but they were very different; you’re playing networked X-Trek or something, it doesn’t feel like a home-computer game.

At first, the new arrivals all crowded into the New Hampshire office Neurath was renting. But most of them were actually living together in a rambling old three-story house in Cambridge, Massachusetts, and it struck them as silly to make the drive out to New Hampshire every day. They soon convinced Neurath to let them work on the game from home. From dawn until night, seven days a week, they ate, drank, slept, and breathed Underworld there.

At a time when most studios had begun to systematize the process of game development, dividing their employees into rigid tiers of specialists — programmers, artists, designers, writers — Blue Sky made a virtue of their complete lack of formal organization. It was an org-chart-wielding middle manager’s nightmare; just about everybody wound up doing a little bit of everything. There was nothing like a designer giving instructions to a technical team. Instead, Blue Sky’s method of working was more akin to the way that things got done among the hackers at MIT — a crowd of equals pulling together (and occasionally pulling apart) to work toward a common goal. Anyone could contribute absolutely anywhere, knowing his ideas would be judged only on their intrinsic worth.

When it became clear that it was time to start making the actual dungeon the Underworld player would have to explore, the team divided up this design work in the most democratic manner imaginable: everybody made one level, then they were all combined together to make the eight-level final dungeon. Dan Schmidt, who had officially been hired for the role of “AI programmer,” agreed to take on the mantle of “writer,” which really meant coordinating with everyone to merge the levels into a seamless whole.

For most of the time the game was in development, Origin’s role and overall interest — or, rather, lack thereof — was a consistent sore spot. It often seemed to Blue Sky that the folks in Austin had entirely forgotten their existence way off in the frozen wastes of New England. This was good in the sense that they got to make exactly the game they wanted to make, but it didn’t do much for their confidence that a committed publisher would be ready and eager to market it properly when they were done. Warren Spector was busy with Wing Commander and, later, with an Ultima spinoff called Martian Dreams, so Origin initially assigned Jeff Johannigman to Blue Sky in the role of producer. Communication with him was nothing short of terrible. After going two full months without hearing a peep from him, Neurath tried to call him down in Austin, only to be told that he had left the company. A second producer was finally selected, but he wasn’t much more engaged. Blue Sky believed they were making a great, groundbreaking game, but it seemed that Origin really couldn’t care less.

In many ways, Underworld was at odds with the prevailing trends inside Origin, not to mention in much of the games industry at large. Following the huge success of the first Wing Commander, Origin was banking heavily on cinematic games with big, set-piece storylines. The company’s org chart reflected the new impetus, with film-making terminology — producer, director, screenwriter — shoehorned in absolutely everywhere. Blue Sky, on the other hand, was making something very different, an immersive, emergent, non-linear experience without cut scenes or chapter breaks. Yes, there was a plot of sorts — the player got cast into a dungeon to rescue a princess or die trying — along with puzzles to be solved, quests to be fulfilled, and other characters to be spoken to, but it was all driven by the player, not by any relentlessly unspooling Hollywood-style script. Origin, it seemed, wasn’t quite sure what to make of it, wasn’t quite sure where it fit. And certainly it’s easy enough, given Blue Sky’s unorthodox working methods, to understand why so many at Origin were skeptical of their ability to deliver a finished game at all.

The danger of Blue Sky’s approach was that they would keep iterating endlessly as they kept having better and better ideas. This tendency among hackers to never be able to finish something and walk away from it had already derailed more than one promising games studio — not least among them FTL, the makers of the storied Dungeon Master, who had yet to release a proper followup after some four years. (Dungeon Master II wouldn’t finally arrive until 1995.) The need to finish games on a timetable was, one might say, the reason that industry executives had begun to impose the very organizational structures that Blue Sky was now so happily eschewing. Doug Church remembers creating “four movement systems and three combat systems because we’d just write something: ‘Oh, this seems cool, go for it.'” Would they just continue chasing whatever shiny objects struck their fancy until the money ran out? That wouldn’t take much longer, given that Paul Neurath was largely financing the whole effort out of his pocket, with some help from his ever-loyal friend Ned Lerner, whose success with his Chuck Yeager flight simulators had left him with a bit of money to spare.

Thus they were all fortunate that Warren Spector, their once and future savior, suddenly returned on the scene late in 1991. Virtually alone among his colleagues down in Austin, Spector had been watching Blue Sky’s progress with intense interest. Now, having finished up Martian Dreams, he got himself assigned as Underworld‘s third producer. He had considerable clout inside the bigger company; as soon as he started to press the issue there, things started to happen on Origin’s side to reassure Blue Sky that their game would in fact be released if they could only deliver it.

Indeed, after almost eighteen months of uncertainty on the question, Origin finally made it official that, yes, Underworld would be released as an Ultima game. As usual, the star would be the Avatar, who was becoming quite a busy fellow between this game, the mainline Ultima games, and the recent pair of Worlds of Ultima spinoffs. The dungeon in question, meanwhile, would be none other than the Stygian Abyss, where the Avatar had found the Codex of Ultimate Wisdom at the end of Ultima IV. Underworld‘s backstory would need to be bent and hammered enough to make this possible.

Blue Sky soon discovered that becoming an official Ultima game, while great for marketing purposes and for their own sense of legitimacy, was something of a double-edged sword. Origin demanded that they go back through all the text in the game to insert Ultima‘s trademark (and flagrantly misused) “thees” and “thous,” provoking much annoyance and mockery. And Origin themselves made a cinematic introduction for the game in Austin, featuring Richard Garriott, one of the industry’s worst voice actors of all time — and that, friends, is really saying something — in the leading role, bizarrely mispronouncing the word “Stygian.” It seems no one at Origin, much less at Blue Sky, dared to correct Lord British’s diction… (The British magazine PC Review‘s eventual reaction to the finished product is one for the ages: “I had to listen to it two or three times before I fully grasped what was going on because for the first couple of times I was falling about laughing at the badly dubbed Dick Van Dyke cockney accents that all these lovable Americans think we sound like. You know: ‘Awlright, Guv’noor, oop the happle un stairs!'”)

While Origin made the dodgy intro in Texas, Warren Spector got everybody in New England focused on the goal of a finished, shipped game. Doug Church:

Not only was he [Spector] great creatively to help us put finishing touches on it and clean it up and make it real, but he also knew how to finish projects and keep us motivated and on track. He had that ability to say, “Guys, guys, you’re focused in totally the wrong place.” He had that ability to help me and the rest of the guys reset, from the big-picture view of someone who has done it before and was really creative, but who also understood getting games done. It was a huge, huge win.

It’s very easy in hacker-driven game development to wind up with a sophisticated simulation that’s lots of fun for the programmers to create but less fun to actually play. Spector was there to head off this tendency as well at Blue Sky, as when he pared down an absurdly complex combat system to something simple and intuitive, or when he convinced the boys not to damage the player’s character every time he accidentally bumped into a wall. That, said Spector, “doesn’t sound like fun to me” as a player — and it was the player’s fun, he gently taught Blue Sky, that had to be the final arbitrator.

At Spector’s behest, Neurath rented a second office near Boston — officially known as the “Finish Underworld Now” office — and insisted that everyone leave the house and come in to work there every day during the last two months of the project. The more businesslike atmosphere helped them all focus on getting to the end result, as did Spector himself, who spent pretty much all of those last two months in the office with the team.

Spector did much to make Blue Sky feel like a valued part of the Origin family, but the relationship still remained rocky at times — especially when the former learned that the latter intended to release Ultima Underworld just two weeks before Ultima VII, the long-awaited next title in the franchise’s main series. It seemed all but certain that their game would get buried under the hype for Ultima VII, would be utterly forgotten by Origin’s marketers. Certainly marketing’s initial feedback hadn’t been encouraging. They were, they said, having trouble figuring out how to advertise Ultima Underworld. Its graphics were spectacular when seen in motion, but in still screenshots they didn’t look like much at all compared to a Wing Commander II or an Ultima VII. Blue Sky seethed with frustration, certain this was just an excuse for an anemic, disinterested advertising campaign.

In Origin’s defense, the problem their marketers pointed to was a real one. And it wasn’t really clear what they could have done about the release-date issue either. The original plan had been, as they didn’t hesitate to remind Blue Sky, to release Ultima Underworld in time for the Christmas of 1991, but the protracted development had put paid to that idea. Now, Blue Sky themselves needed Ultima Underworld to come out as quickly as possible because they needed the royalties in order to survive; for them, delaying it was simply impossible. Meanwhile Origin, who had cash-flow concerns of their own, certainly wasn’t going to delay Ultima VII, quite possibly the most expensive computer game ever made to that point, for a mere spinoff title. The situation was what it was.

The balloons fly as Doug Church, Paul Neurath, and Warren Spector celebrate Ultima Underworld‘s release.

Whatever was to happen in terms of sales, Blue Sky’s young hackers did get the satisfaction in late March of 1992 of seeing their game as a boxed product on store shelves, something more than one of them has described as a downright surreal experience. Dan Schmidt:

We were a bunch of kids straight out of school. This was the first professional project we’d ever done. We felt lucky that anyone would see it at all. We’d go into a games store and see our game there on the shelf. Someone would walk up to it, and we’d want to say, “No! No! You don’t want to buy that! We just hacked that together. It’s not, like, a real game.”

In the beginning, sales went about as expected. A snapshot from Origin’s in-house newsletter dated July 31, 1992, shows 71,000 copies of Ultima VII shipped, just 41,000 copies of Ultima Underworld. But, thanks to ecstatic reviews and strong word of mouth — Origin may have struggled to see how groundbreaking the game really was, but gamers got it immediately — Ultima Underworld kept on selling, getting stronger every month. “It was the first game that ever gave me a sense of actually being in a real place,” wrote one buyer in a letter to Origin, clear evidence that Blue Sky had absolutely nailed their original design goal. Soon industry scuttlebutt had it outselling Ultima VII by two to one. Paul Neurath claims that Ultima Underworld eventually sold more than half a million copies worldwide, an extraordinary figure for the time, and considerably more than Ultima VII or, indeed, any previous Ultima had managed.

Shortly after Ultima Underworld‘s release, Paul Neurath and Ned Lerner finally did the obvious: they merged their two companies. They had recently discovered that another, slightly older company was already operating under the name of “Blue Sky Software,” making educational products. So, they named the merged entity Looking Glass Technologies. Their first release under the name would be Ultima Underworld II.

Two months after the first Ultima Underworld appeared, a tiny company out of Dallas, Texas, who called themselves id Software released Wolfenstein 3D, another first-person game set in a 3D environment. Their game, however, had none of the complexity of Ultima Underworld, with its quests and puzzles and magic spells and its character to develop and even feed. In id’s game, you ran through the environment and killed things — period.

For the remainder of the 1990s, 3D games would exist on a continuum between the cool, high-concept innovation of Looking Glass and the hot, visceral action of id, who were interested in innovation in the area of their graphics technology but somewhat less so in terms of their basic gameplay template. id would win the argument in terms of sales, but Looking Glass would make some of the most fascinating and forward-looking games of the decade. “We were thinking, ‘Why don’t we just run around and shoot?’” says Austin Grossman, another early Looking Glass employee. “But we were interested in simulation and depth. We were driven by this holy grail of simulated worlds, by that enabled choice and creativity of the player.”

We’ll be following the two companies’ artistic dialog for a long time to come as we continue with this history. First, though, we need to give Ultima Underworld a closer look, from the perspective of the player this time, to understand why it’s not just an example of groundbreaking technology but a superb example of pure game design as well.

(Sources: the books Game Design: Theory & Practice 2nd edition by Richard Rouse III, Ultima VII and Underworld: More Avatar Adventures by Caroline Spector, Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic by Brad King and John Borland, and Principles of Three-Dimensional Computer Animation: Modeling, Rendering, and Animating with 3D Computer Graphics by Michael O’Rourke; Questbusters of February 1992 and September 1992; PC Review of June 1992; Game Developer of April/May 1995, June/July 1995, August/September 1995, December 1995/January 1996, and April/May 1996; Commodore Magazine of January 1988; Origin’s internal newsletter Point of Origin from January 17 1992, March 27 1992, May 8 1992, August 28 1992, and December 18 1992. Online sources include “Ahead of Its Time: A History of Looking Glass” on Polygon, an interview with Paul Neurath and Doug Church on the old Ultima Online site, Gambit Game Lab’s interviews with Paul Neurath and Dan Schmidt, and Matt Barton’s interview with Paul Neurath. My thanks to Dan Schmidt and Ned Lerner for making the time to talk with me personally about their careers.

Ultima Underworld and its sequel can be purchased from GOG.com.)

Footnotes

Footnotes
1 Wing Commander was actually still known as Wingleader at this time.
 
 

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